Tzeetchian Sorcerer
250
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
3
3+
3
Ld
Cl
Wil
Int
7+
5+
3+
4+
Save
5+U

Equipment

Starting: Daemonsouled, Sorcerer's Staff

Crew Selection: Regardless of the scenario, you may roll 2D6 for each Tzeetchian Sorcerer on your gang's roster; if you roll doubles of any value (two 1's, two 2's, two 3's, etc) for a Tzeentchian Sorcerer that fighter may join your Crew for the scenario.
Unadvanceable: This Hangers-on cannot gain XP or Advancements. Any XP they would gain is lost.
No Permanent Injury: If this Hangers-on suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Tzeentch Changes The Way: If a gang has a Tzeentchian Sorcerer who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Adaptable: Once per battle at any point during the Battle Sequence, the controlling player of this fighter may pick any one other skill from the standard skill categories (Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant). This fighter gains that skill until the end of the current round's End Phase or the end of the Wrap Up step of the Post-Battle Sequence, whichever comes first.
Witch Powers: This fighter may select a Witch Power when they gain this skill and may select another Witch Power whenever they could select a Primary Skill. Additionally, if this fighter is Active, Engaged, or Pinned they may take the following action:
Use Witch Power (Basic): This fighter may make a Willpower check. If the Willpower check is a double 6, the Witch is taken Out of Action; even if the fighter's Willpower check would automatically pass they must still roll to see if they get double 6's. If the Willpower check is passed and the fighter is not taken Out of Action, select one of the fighter's Witch powers. That power is now active until the Witch suffers a Wound or activates a different Witch Power.
Warp Fire: When this fighter makes a Shoot action, they may use the following profile instead of an equipped weapon profile:
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Scour
T
5
-1
1
-
Blaze, Template
Warp Fortune: If this fighter is Active, Engaged, or Pinned, they can make the following action:
Invoke Fortune of the Warp (Basic): Choose one: a) until this fighter's next activation this fighter gains +2 to all checks that they make or b) friendly fighters within 6'' and line of sight to this fighter gain +1 to all checks that they make.
Warp Levitation: If this fighter is Active, they can make the following action:
Levitate (Simple): This fighter can move up to 6'' horizontally in any direction. This move can take the fighter to a different level up or down, as long as they do not move through any terrain. If the fighter lands within 1'' of one or more enemy fighters they must move into base contact and become Engaged with at least one of them. If they do this and are Engaged at the end of the action, they can immediately make a free Fight (Basic) action and count as having charged their opponent.
Warp Visions: If this fighter is Active, they can make the following action:
Maddening Visions (Simple): Select a visible enemy fighter within this fighter's vision arc and line of sight. The enemy fighter must make a Nerve test immediately; if they fail they become Broken.
Daemonsouled

The fighter gains a 5+ unmodified save (included in profile)

Sorcerer's Staff
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Beam
12''
24''
-1
-1
6
1
-
Bash
E
-1
S+1
2
-
Melee, Unwieldy, Power